There's no reason to build up overdramatic hype and bombard readers with flowery prose for games that don't deserve the over-exaggerated praise that gaming publications sometimes give titles during preview coverage. It's an irresponsible act that tends to lead to a cycle of eager anticipation on the part of the readership, and subsequent disappointment when said game doesn't deliver on its promises. With that having been said, Castlevania: Portrait of Ruin is a strong candidate for DS Game of the Year, Final Fantasy III notwithstanding. Unlike last year's Dawn of Sorrow, there's no Mario Kart juggernaut standing in the way of any awards this year.
And as you read that, you're probably thinking, "Wait, Sterling. Didn't you just say that you hate it when writers hype up games that end up not being that good?" And you, dear reader, would be correct. It's just that Portrait of Ruin is really, really good. For those wanting to know more about the game's plot, check out our last couple of previews for more about its storyline. The basic thing that gamers need to know are a few facts. Firstly, the game's action has come out of the castle and into the open world. As a result, there's been much more variety in the types of stages than in past titles. Secondly, players aren't taking on the role of a Belmont, or of Soma Cruz. Instead, PoR will feature Jonathan Morris (descendant of the hero from the 16-bit Castlevania: Bloodlines) and Charlotte, his partner in crime. What happens is that instead of one character controlling all of the action, vampire hunting is relegated to Jonathan, and Charlotte is in charge of magic.
Because the actions of each character are so distinct, puzzles within the game tend to depend on two people. In the case of one that we saw, there are two motorcycles onscreen. One is on an upper platform, and the other is below. Players must switch to one character, get up on the higher level, then switch back to the other character and synchronize a jump onto both motorcycles simultaneously. Upon speeding through the corridor, players will have to keep a diligent eye for obstacles and switch between Jonathan and Charlotte to duck or jump. It's an exciting way that Konami has incorporated both touch screen and the need to control both characters in one intense package.
We saw other new elements in another level, the circus-themed Nation of Fools. Essentially, it's a battle between players and circus freaks. The level gave us a chance to check out the way that Konami has balanced out gameplay. It seemed that in Dawn of Sorrow, there wasn't much discrepancy in the way that spells worked on monsters. That's changed here, as the top screen will now display each enemy's strengths and vulnerabilities in regard to magic. There will no longer be a "one size fits all" rule in effect when it comes to spell-based attacks.